Quote Originally Posted by Miki_L View Post
Separate queues for premade will just create a dead queue and will effectively remove premades from frontlines. Which has the same effect as just banning them in the first place. Which I'm pretty sure is what the people in this thread want. I highly doubt any of you are thinking from the premade's perspectives.

The AoE cap thing to me is not a huge issue when the main reason 5+ people get hit by AoEs is that they were poorly positioned in the first place. You have ranged players literally standing on the same pixels for pretty much no benefit when they can just maintain a loose spread and spread even further when a DRK rushes in. Then when they do get pulled in you'll maybe see like one/two of them even bothering to press guard in the first place. It's funny to see players complain about the DRK meta while also not engaging in any form of counterplay against it at all. Sure they could implement an AoE cap but I highly doubt it will actually solve the issue like some of you think.

What I think should be changed is:

1.) Salted Earth causes some debuff that makes you immune to it for like 30 seconds so multiple DRKs can't chain them together. Also if they could make it more responsive somehow.
2.) AST needs to be hit because it has no counterplay. I think Macrocosmos is honestly just an oversight that SE didn't think a single thought about.
3.) Potentially nerfing BH to make the mode less about farming newbs and more about strategic play (BH should still exist however)
4.) More changes to jobs to make them more enjoyable to play in a FL environment. I'm talking more range on some moves or other minor changes. For instance, with machinist, I think its heat stacks should last longer as it is unrealistic in FL to actually farm up to full stacks when you constantly have to avoid AoE combos.

I also think the mode needs to reward 2nd place more than 3rd place to encourage people to try more.
Regarding number 2- silence- that's on 2 jobs.